Difference between revisions of "Moldergrove"
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== Strategy == | == Strategy == | ||
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{{main|Community Moldergrove strategy}} | {{main|Community Moldergrove strategy}} | ||
Revision as of 01:01, 6 October 2020
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Moldergrove | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Halloween |
Setting: | Night |
Hazards: | Pitfall, Pumpkin bombs. |
Map Photos | |
Map Overview | |
“ | Ah, the pristine wilderness: beloved home of unfettered wildlife, stalwart opponent of reckless human exploitation, immortal muse of the great Transcendentalists; in sum, a hardy testament to the limitless natural beauty of our world...
...until now! — Moldergrove publicity blurb
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” |
Moldergrove is a King of the Hill map added in the Scream Fortress 2020 update.
Moldergrove was contributed to the Steam Workshop.
Locations
The locations are described from RED's perspective from spawn to point, and are mirrored for BLU.
Spawn: A storeroom with an O-shaped interior with two exits, a large and lower one to the left and a small and upper one to the right. There are three resupply lockers in total; two in-between the exits, and one on the left side of the back area.
Spawn Yard: The area just outside the spawn right before the Binski Logging building. The right side is higher than the rest, connected by wide steps in-between spawn exits and a thin ramp a bit further.
Binski Logging: The Binski Logging building is split into three parts: left, middle, and right.
- The left part is a small corridor that starts with a right turn and then a few steps. At the end players can jump and drop down to the right or walk down to the left.
- The middle part has its entrance turned toward the left part. Players have to turn left into a room with an O-shaped interior, similar to but smaller than the spawn room.
- The right part is straight across the right spawn exit. It is a small corridor that begins with a right turn and then a U-turn to the left.
End of the Line: A long and narrow yard with a set of train tracks end to the left and a slope to the right. A medium ammo pack and health kit can be found between the Binski Logging building's left and middle exits. Up the slope is a small elevated building, with a medium ammo pack and a small health kit underneath it that are guarded by a pumpkin bomb. There are multiple routes players can take from here to the point. There is a pumpkin bomb next to the track bumper on the BLU side of the map only.
Mine Pit: The Mine Pit Building has two small entrances. An open window allows players to attack the point with relative cover, but also allows players on the point to attack incoming enemies. Up the steps and to the left is the Mine Pit, overlooked by a small ammo pack and health kit, and to the right is a slightly raised view of the point.
Players can go in-between the Mine Pit building and the Central Building through some wooden walls to the point, but they will be at a lower level compared to the point. A pumpkin bomb sits in this path on the RED side of the map only.
Central Building: The Central Building is split into two parts, the main one and the side one. The main one has a sheltered wooden entrance with a view of the point, blocked by a fence that players need to go around, and takes players straight to it. The side one, with the Cornhell sign (replaced on the BLU side with a Binder's Candy ad) is a very short, S-shaped corridor that ends at one of the stairs to the point.
Players can also go over the side part through a ramp accessible from the End of the Line's upper area, right next to the Red Valley Mourning "No trespassing" entrance, to a platform overlooking the control point's area. Scouts can easily double-jump from one platform to the other in order to reach the enemy side of the map.
Red Valley Mourning: A small underground room players can drop into that houses a small ammo pack and health kit. Most classes will have to leave through the exit, which leads to the point's area, but Scouts can double jump, Pyros can flare jump, and Soldiers and Demomen can rocket/sticky jump up the drop and onto the opposing side of the map.
Control Point: The control point sits on a wooden bridge that connects the main exits of the Central Buildings, with a small guardrail on either side. Two ramps on the left side connect it to the ground and two stairs connect it to the side parts of the Central Buildings. Beneath it is a thin wooden plank with a medium health kit over a demonic pit. A pumpkin bomb guards the pit's left entrance.
Underworld: Once a team captures the control point, portals to the Underworld will appear, where a 3v3 battle will ensue. The Underworld consists of several islands floating over an abyss; three big ones where players spawn in connected to each other and four small, disconnected ones on either side, and a big, central one with two medium health kits on a summoning circle and two small ones with a medium ammo pack each. The big central island is connected to both small central islands and the middle big islands for each team.
Players can not attack enemies in the Underworld until the 3v3 battle has started.
If not enough players join in time, those who joined will be sent back to the End of the Line on their respective sides of the map with a speed boost.
Strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
October 1, 2020 Patch (Scream Fortress XII)
- Added Moldergrove to the game.
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